// Written in the D Programming Language
/*
 * Copyright (c) 2008 OpenGLUtils
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'OpenGLUtils' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
module openglutils.GLArray;

import openglutils.GL;
import openglutils.Vector;

private class GLArray(GLuint T)
{
	private Vector3[] vectors;
	
	/**
	 * Constructs a new OpenGL array.
	 */
	public this()
	{
		vectors = new Vector3[0];
	}
	
	/**
	 * Enables the required client state for this array type.
	 */
	public void enable()
	{
		glEnableClientState(T);
	}

	/**
	 * Disables the client state for this array type.
	 */
	public void disable()
	{
		glDisableClientState(T);
	}
	
	/**
	 * Adds the given vector to this array.
	 */
	public void addVector(Vector3 v)
	{
		vectors ~= v;
	}
	
	/**
	 * Clears all vectors from this array.
	 */
	public void clear()
	{
		vectors.length = 0;
	}
	
	private void _draw(GLuint T)()
	{
		glDrawArrays(T, 0, vectors.length);
	}
	
	/**
	 * Draws the array as points.
	 */
	public alias _draw!(GL_POINTS) drawPoints;
	
	/**
	 * Draws the array as a line strip.
	 */
	public alias _draw!(GL_LINE_STRIP) drawLineStrip;
	
	/**
	 * Draws the array as a line loop.
	 */
	public alias _draw!(GL_LINE_LOOP) drawLineLoop;
	
	/**
	 * Draws the array as lines.
	 */
	public alias _draw!(GL_LINES) drawLines;
	
	/**
	 * Draws the array as a triangle strip.
	 */
	public alias _draw!(GL_TRIANGLE_STRIP) drawTriangleStrip;
	
	/**
	 * Draws the array as a triangle fan.
	 */
	public alias _draw!(GL_TRIANGLE_FAN) drawTriangleFan;
	
	/**
	 * Draws the array as triangles.
	 */
	public alias _draw!(GL_TRIANGLES) drawTriangles;
	
	/**
	 * Draws the array as a quad strip.
	 */
	public alias _draw!(GL_QUAD_STRIP) drawQuadStrip;
	
	/**
	 * Draws the array as quads.
	 */
	public alias _draw!(GL_QUADS) drawQuads;
	
	/**
	 * Draws the array as a polygon.
	 */
	public alias _draw!(GL_POLYGON) drawPolygon;
	
	public void setPointer()
	{
		static if(T == GL_VERTEX_ARRAY)
		{
			glVertexPointer(3, GL_FLOAT, 0, &vectors[0]); 
		}
		static if(T == GL_COLOR_ARRAY || T == GL_SECONDARY_COLOR_ARRAY)
		{
			glColorPointer(3, GL_FLOAT, 0, &vectors[0]); 
		}
		static if(T == GL_FOG_COORD_ARRAY)
		{
			glFogCoordPointer(GL_FLOAT, 0, &vectors[0]);
		}
		static if(T == GL_EDGE_FLAG_ARRAY)
		{
			glEdgeFlagPointer(0, &vectors[0]);
		}
		static if(T == GL_INDEX_ARRAY)
		{
			glIndexPointer(GL_FLOAT, 0, &vectors[0]);
		}
		static if(T == GL_NORMAL_ARRAY)
		{
			glNormalPointer(GL_FLOAT, 0, &vectors[0]);
		}
		static if(T == GL_TEXTURE_COORD_ARRAY)
		{
			glTexCoordPointer(3, GL_FLOAT, 0, &vectors[0]);
		}
	}
}

/**
 * The GLVertexArray holds a list of vertices as Vector3s.
 */
public alias GLArray!(GL_VERTEX_ARRAY) GLVertexArray;

/**
 * GLColorArray holds a list of color values as Vector3s.
 */
public alias GLArray!(GL_COLOR_ARRAY) GLColorArray;

/**
 * GLFogCoordArray holds a list of fog coordinate values as Vector3s.
 */
public alias GLArray!(GL_FOG_COORD_ARRAY) GLFogCoordArray;

/**
 * GLEdgeFlagArray holds a list of edge flags as Vector3s.
 */
public alias GLArray!(GL_EDGE_FLAG_ARRAY) GLEdgeFlagArray;

/**
 * GLIndexArray holds a list of index values as Vector3s.
 */
public alias GLArray!(GL_INDEX_ARRAY) GLIndexArray;

/**
 * GLNormalArray holds a list of normal values as Vector3s.
 */
public alias GLArray!(GL_NORMAL_ARRAY) GLNormalArray;

/**
 * GLSecondaryColorArray holds a list of secondary colors as Vector3s.
 */
public alias GLArray!(GL_SECONDARY_COLOR_ARRAY) GLSecondaryColorArray;

/**
 * GLTextureCoordArray holds a list of texture coordinates as Vector3s.
 */
public alias GLArray!(GL_TEXTURE_COORD_ARRAY) GLTextureCoordArray;
